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MASTERY TREE/SUMMONER SKILLS/RUNE PAGES:
What i suggest here are exactly that, SUGGESTIONS, the metagame (aka the 3 things listed) are very much up to personal choice

Janna, The Mistress of Storms

Skills: Q: Howling Gale - Upon activation starts channeling a circle of dust which turns into a tornado and goes in a straight line in the direction cast to the end of the spells radius, Charges for *UP TO* 5 seconds, or can be released upon command by activating the skill again. The bonus of charging it is to simply increase damage.
W: Zephyr - While available to cast you will have a move speed bonus, as well as the ability to avoid unit collision (It's like having perma-"ghost&quot Upon activation you will damage and slow for 4 seconds. While the ability is cooling down (meaning unable to be cast) you lose the passive bonus.
E: Eye of The Storm - Shields the target allied champion *OR* turret, giving the bonus physical damage while the shield remains active. Shield wears off naturally after 12 seconds.
R: Monsoon - Knocks all hostile targets away from yourself upon casting and if channeled it heals per second in the radius (clearly shown by a green energy-like field around you) for up to 6 seconds.

*******************************SUPPORT TANK BUILD***********************************Note: This build is bad at gaining gold although not horribly bad, you just have to last shot your howling gale victims, but that is fine because after you complete even just your chalice, boots, and frozen heart, you are already extremely hard to kill because of your superior mobility and decent defensive stats...attaining the banshee's veil just solidifies this even further and adds some much appreciated HP for those who don't use HP runes*

**************************************AP ITEM BUILDS*********************************Note: This build will probably change over time, as currently I'm unsure of what mix of AP items i like best on janna, personally i try to get some AP without sacrificing my survivability and ability to crowd control....those are the basis of my item selection...I'm going for more of an AP+GOOD survivability over a PURE AP build that would obviously attain a much higher AP value, but at the sacrifice of MUCH NEEDED survivability....you are a crowd controlling support hero, if you are dead, you are useless to your team. That is my mindset when thinking up this build*

SKILL BUILD:
1: W (At level 1 with utility, no boots, you will have 353 move speed, and if you setup a gank with a lantemate, a nice 24% slow for 4 seconds)
2: Q (Charge fully to deal damage to the entire wave and possibly a hero or two if they stray into it's path, or use instantly to try and set up a kill with a teammate)
3: E (Main uses early game: Tower diving, buffing a physical DPSER in ganks/fights for +24 damage, and it HAS saved my teammates lives before, even at level 1, a 100hp absorb to any damage can still be extremely useful....later on, if your tank support, use it to buff physical DPSers damage, if your AP use it to shield teammates who will get hit as it will absorb a fair chunk still)
4: Q
5: Q
6: R (Pretty nice ability, has multiple uses, can be used to interupt a channeling ultimate... ie: nunu's or fiddlesticks or an enemy janna :P with its knockback, and it can also be extremely helpful if you are against amumu as it will negate the damage from his ulti and waste a chunk of time while they have to travel back to you. It can also be used to simply backoff from a group push about 1 screen have everyone group up on you, and pop it to keep the push continuing after a great restore of HP on the go. This ulti has a lot of uses and can save A LOT of lives, and keep pushes going.)
7: Q
8: W
9: Q (maxed out here)
10: W
11: R
12: W
13: W (maxed out here)
14: E
15: E
16: R (maxed out here)
17: E
18: E (maxed out here)*Note: This IS NOT! the only way to build your skills!! I find this to be the most effecient method to be generally useful to your team.... Another method is to get 1 level of Q (howling gale) and then max W (zephyr) followd up by E (eye of the storm) which gives you a much more supporty role early on, but you basically lose any ability to defend a lane or deal AoE in group fights. This build can however be a bit more harassive to heroes as you can walk up to them with move speed on, throw zephyr at them then just back off while they are slowed, and having a more powerful shield earlier on in the game can VERY EASILY save lives! and the added 24 more damage is a godsend to any fast attacking heros (Ie: Warwick, Yi w/ highlander, Twitch etc)*

Early Game(1-5): If you can, try to set up ganks with your lanemate with your tornado and slow once you hit level 2, aggressive play can really shine with janna as she has more move speed than most do at this level, and slow gives your teammate and yourself time to go to work as well as tornado just bolster the effect. Last hitting is pretty important, howling gale won't be killing ANYTHING any time soon (especially if you chose the non AP build..and even the AP build...you will take a long time before you can even 1 hit kill back row creeps...it's very depressing how weak this spell is, but its got a crowd control effect, so with damage it would be overpowered i guess) just keep the income flowing, use howling gale as often as you can to keep your lane pushed or from being pushed.
Mid Game(5-11): Somewhere in mid game is (if you wish) the prime time to start stirring up some ganks (especially if you opted for boots of mobility and have them) Your ability to traverse the maps will mean constant ganks if you please, but try not to spend too much time ganking as leveling up and getting max zephyr is of relative importance to you. Keep pushing your lane when you have the chance, don't leave yourself in vulnerable positions to be ganked, and just keep the exp and money (and BLOOD!) flowing :3

Mid-Late Game(11-16): This is when Janna really starts to shine, now that your team is probably grouped up a good amount of time, you can finally realize the true strength of Howling gale, Zephyr and Monsoon as the amazing spells they actually are. Stick with your team, keep throwing gales towards the enemys whenever you get the chance. The more you can hit them pre-initiating, or at least keep them moving and unable to set up formation without some interuption the better. Once people start dropping to about 75% life is when you want to pop monsoon as it is a Heal over Time and does require some time to work, popping it too late and you will find your teammates sleeping in the dirt, and some ravenous enemys looking for your blood, but that's okay too, because you probably run faster than they do, and with quick howling gales back at them, they either cant follow you in a direct line, or are just getting thrown up in the air, and losing the oppurtunity to kill you completely. (Obviously not true for ALL hero's...but i'd say 80% or more this rings true)
Late Game(16+): This is pretty much the same story as the mid-late game section. Just keep on supporting, keep throwing howling gales all over the place, use zephyr where necessary, whether to save lives, or end lives, just be wary about losing your movespeed and don't use it when you need that movespeed.

Lanemates/Partners:
People you want: Somebody who can snare, continual slow, stunners...basically people that can give time to do some work and go to town (as well as massively increasing the effectiveness of your slow and ulti) You also could prefer a good harasser, **Ranged is a big plus but not necessary**
Such As: Viegar, Ryze, Annie, Karthus, Anivia, Morgana,Tairic, Singed, Alistar, Blitzcrank (to a certain extent, if he's good :P) Evelynn, Twitch, etc.
People you don't want: Hmm, I can't honestly think of any, i mean honestly, you are a support hero, your role is to work well with basically everyone....and go figure, Janna pretty much does Other than those who may not be on the preference list....the others just "aren't quite as good" but still not necessarily bad =3

How to approach battles:
As a support, your job is basically exactly that. Bolster your physical DPS'ers or shield your wounded with eye of the storm at any given time (assuming you have enough mana to do so.) Howling gale at basically EVERY given oppurtunity, and of course let us not forgot about Zephyr as well. Monsoon, i have already explained its typical applications, just be wary of NOT pushing enemys away (like a bad allistar or singed -.- that are low life. Another thing that is pretty crucial to Janna's effectiveness is learning how to kite your enemys... be it chasing down, be it kiting them in an area to either kill or set them up for an incoming teammate, or wether it be running away, these 3 are all forms of important kiting. More or less, you want to gain a bit of ground with zephyr on, hit them from maximum spell distance (if running is your intention) or mid-range (if you just want to kite them) and keep a bit of a mental check in your head, and try to hit them with a howling gale within a split second of Zephyr coming off. You now have about 3 seconds until you get zephy'rs run speed and slow back, and howling gale is on the same cooldown pretty much. So at this point it's just rinse and repate. It takes a bit of practice, but kiting with janna is amazing, especially when you pair it with my survivability build, it takes a LONG time for any 1 melee'r or even caster to take you down.

Final Note: During my time of research for this guide, I have discovered i have an amazing amount of fun playing this hero I once considered sub-par. She has an amazing skill set as a support and crowd controller, and part of doing said crowd controlling in the way only Janna can really do it, is so amazingly fun to me ^_^
~~~~~~~~~~~~~~~~~~~~END OF JANNA, THE MISTRESS OF STORMS~~~~~~~~~~~~~~~~~

If you liked this guide, please feel free to leave a comment, ask a question or check out my other guides found on my directory thread located here:http://beta.leagueoflegends.com/board/showthread.php?p=129593

I disagree on you're summoner spells. I run cleanse/heal, heal is an amazing supportive ability and clenase will get you out of the disables. Alternately ghost is useful. I don't really care for flash on her.

Not specifically in that order, it depends on what I'm laned with/against. If I have a Yi or something, I'll go aegis first. If I have a Annie or Veiger, I'll go Shroud.

For the reason of heart/shroud I don't use the CD runes/masteries.
Rod of the Ages

My skill build focuses around getting shield or snare maxed first, depending on what we need. Once again, laning with say a yi or sivir (no means of gp closing/snaring aside from their ult) I'll go zephyr. If I have say, an ashe, or a caster, I'll go shield.

The shield is also very effective at ensuring you last hit things and for harassing. With the shield at level 2~3 you're pretty much impervious to creep wanding and can easily be next to their melee minions and harass them while last hitting their minions.

Q is the last thing I level, it's purpose as a tanky-support Janna is for the initial effect of a short term, aoe disable. It prevents them from chasing when you're retreating, and it prevents them from retreating when you're pushing.

I disagree on you're summoner spells. I run cleanse/heal, heal is an amazing supportive ability and clenase will get you out of the disables. Alternately ghost is useful. I don't really care for flash on her.

Not specifically in that order, it depends on what I'm laned with/against. If I have a Yi or something, I'll go aegis first. If I have a Annie or Veiger, I'll go Shroud.

For the reason of heart/shroud I don't use the CD runes/masteries.
Rod of the Ages

My skill build focuses around getting shield or snare maxed first, depending on what we need. Once again, laning with say a yi or sivir (no means of gp closing/snaring aside from their ult) I'll go zephyr. If I have say, an ashe, or a caster, I'll go shield.

The shield is also very effective at ensuring you last hit things and for harassing. With the shield at level 2~3 you're pretty much impervious to creep wanding and can easily be next to their melee minions and harass them while last hitting their minions.

Q is the last thing I level, it's purpose as a tanky-support Janna is for the initial effect of a short term, aoe disable. It prevents them from chasing when you're retreating, and it prevents them from retreating when you're pushing.

Just how I play, it seems to work out for me.

Items are similarish ... except i have 15% -cd from rune/mastery so frozen heart caps me at 40

The skill build you use i listed as well under the alternate build already

As for aegis i find it to be kind of lackluster, it's effectiveness is limited while laning, decent in group fights but maeh IMHO, personally i just dont like it that much even tho its really not bad when you consider the total bonus if applied 5 times over is 1900 gold for it.

Quote:

Ocrock:

Thanks for the guide, been waiting for this. Just a question, why the Armor Pen runes?

It's because its also my malphite rune set >.>;; i'll prolly change it to HP/18 marks for an extra 90hp @ 18.... I've changed the guide to reflect my true feelings of what i should use :P

so i guess based on financial sightings...thats definately a nice item....i will definately consider throwing that in this build...or at least as an alternative item.

i will mull it over in my head a bit before posting it to the guide, but i'm definately thinking i would AT LEAST put it as an alternative potential item if people want to stray from my main item order =p

I have a slightly different item build when I play Janna. The items listed are in no particular order but I assume you can guess what order I buy them in.

Pusher/Utility Janna

Mana Manipulator (My buddy and I both get this at the start and he picks Nasus)
Soul Shroud
Boots of Mobility/Mercury Treads
Aegis of the Legion
Frozen Heart
Nashor's Tooth
Chalice of Harmony

When I lane with Nasus we pretty much just annihilate all the enemy creep waves with Gale + Spirit Fire. This combo creates immense pressure against most matchups where they cannot even defend their tower without taking damage that early on. Usually can down the first tower by 15 minute mark or less.

This build is usually very squishy but the ability to do damage to the opponent is quite staggering. If I manage to nail a champion with Gale and follow up with Zephyr, thats usually close to 50% of average champions' life. This is also effective for pushing but you would offer less utility if say you were engaged in the forest or river and in closer quarters.

For summoner skills I like taking Teleport and Clarity. I think Clarity is possibly one of the best summoner skills for Janna early on as it gives you enough mana to spam those Gales nonstop. Sometimes I take Flash over Teleport since it gives me an opportunity to use my ulti more offensively (i.e. flash behind the opponent and knock them into my team, then retreat).

I have a slightly different item build when I play Janna. The items listed are in no particular order but I assume you can guess what order I buy them in.

Pusher/Utility Janna

Mana Manipulator (My buddy and I both get this at the start and he picks Nasus)
Soul Shroud
Boots of Mobility/Mercury Treads
Aegis of the Legion
Frozen Heart
Nashor's Tooth
Chalice of Harmony

When I lane with Nasus we pretty much just annihilate all the enemy creep waves with Gale + Spirit Fire. This combo creates immense pressure against most matchups where they cannot even defend their tower without taking damage that early on. Usually can down the first tower by 15 minute mark or less.

This build is usually very squishy but the ability to do damage to the opponent is quite staggering. If I manage to nail a champion with Gale and follow up with Zephyr, thats usually close to 50% of average champions' life. This is also effective for pushing but you would offer less utility if say you were engaged in the forest or river and in closer quarters.

For summoner skills I like taking Teleport and Clarity. I think Clarity is possibly one of the best summoner skills for Janna early on as it gives you enough mana to spam those Gales nonstop. Sometimes I take Flash over Teleport since it gives me an opportunity to use my ulti more offensively (i.e. flash behind the opponent and knock them into my team, then retreat).

The first item build is pretty damn close to what i use still =P Simply trading the soul shroud for the banshees veil (i have 15% from masteries and runes, so frozen heart hits me at 40%) and with the projected addition of aegis as i posted before...it would almost be the exact same :P

AP build....i'm quesitonable of lichbane on her, as most her spells sit at a 7-10 second cooldown... but the AP proc and MS would all be valued additions i guess, will consider putting that into the pure AP build

And as far as clarity goes.

Maybe its because im utility spec. but once i pick up chalice of harmony i RARELY ever run out of mana, and i cast gale pretty much everytime it is up (on a -40% cooldown too) because of frozen heart+veils increase in mana cap and chalice's amazing regen effect.... not to say i NEVER run out of mana, but early game, by the time i run out of mana i have enough gold to get my chalice, and then its hardly ever a problem again :3

I've considered taking other more "support" style things tho like clairvoyance or heal (but i think heal is maeh...although i do curse at it alot when people use it against me..go figure?) I guess im just addicted to flash though, because even on janna, i will use it for early game tower diving, run in with zephys run speed, pop EOTS for an extra absorb from 1 tower shot, tap them with zephyr and a quick gale, then flash out....taking usually no more than 2 shots from the tower thanks to flash xD

I have a slightly different item build when I play Janna. The items listed are in no particular order but I assume you can guess what order I buy them in.

Pusher/Utility Janna

Mana Manipulator (My buddy and I both get this at the start and he picks Nasus)
Soul Shroud
Boots of Mobility/Mercury Treads
Aegis of the Legion
Frozen Heart
Nashor's Tooth
Chalice of Harmony

When I lane with Nasus we pretty much just annihilate all the enemy creep waves with Gale + Spirit Fire. This combo creates immense pressure against most matchups where they cannot even defend their tower without taking damage that early on. Usually can down the first tower by 15 minute mark or less.

This build is usually very squishy but the ability to do damage to the opponent is quite staggering. If I manage to nail a champion with Gale and follow up with Zephyr, thats usually close to 50% of average champions' life. This is also effective for pushing but you would offer less utility if say you were engaged in the forest or river and in closer quarters.

For summoner skills I like taking Teleport and Clarity. I think Clarity is possibly one of the best summoner skills for Janna early on as it gives you enough mana to spam those Gales nonstop. Sometimes I take Flash over Teleport since it gives me an opportunity to use my ulti more offensively (i.e. flash behind the opponent and knock them into my team, then retreat).